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Second Life Hype vs. Anti-Hype

The new GigaGamez site, part of the OM network, has a look today at the hype fight over Second Life. It's the new darling of media companies, but is increasingly attracting negative feedback by people who know a thing or two about the industry. James Wagner Au tries to sort out who is saying what, and provide a little context for the discussion. From the article: "Can they really build a fully streamed world comprised of tens of thousands of servers? That's way above my paygrade, but I'll guess that task fits under the rubric of Fricking Hard. Can they fix a profoundly unfriendly user interface and thoroughly disorienting first hour user experience, which are aggressively, almost intentionally unwelcoming to the vast majority of interested users? Both shortcomings are at the heart of Second Life's poor retention rates, but neither have significantly changed in the three years since its commercial release. You have to wonder, whatever their stated intentions, if Linden's tech-centric corporate culture simply puts their improvement at a low priority."

3 of 67 comments (clear)

  1. Entrance Restrictions by TaoPhoenix · · Score: 3, Insightful

    Don't we wail about Newbies everywhere else? There could be a side benefit that only certain people "get it" and stay. Anyone who doesn't ... "doesn't deserve to be there".

    External world communities are rampant with unspoken restrictions. Some call you a Greenhorn for five years after you move there.

    --
    My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
    1. Re:Entrance Restrictions by HappySqurriel · · Score: 4, Insightful

      Don't we wail about Newbies everywhere else? There could be a side benefit that only certain people "get it" and stay. Anyone who doesn't ... "doesn't deserve to be there".

      And the benefit is that you have a Massively Multiplayer Game that lacks the Massively Multiplayer part ...

      I could be wrong, but from my understanding Second Life was a game that was largely based around user generated content; the game gets better as you attract more people to develop interesting content within your game. If you actively discourage people from playing a game like this you will probably scare away a lot of people who could bring a lot of value to it; consider that a lot of "artistic" people have a great deal of difficulty just "getting" a user interface that makes sense to technical people.

    2. Re:Entrance Restrictions by misleb · · Score: 4, Insightful
      I could be wrong, but from my understanding Second Life was a game that was largely based around user generated content; the game gets better as you attract more people to develop interesting content within your game. If you actively discourage people from playing a game like this you will probably scare away a lot of people who could bring a lot of value to it; consider that a lot of "artistic" people have a great deal of difficulty just "getting" a user interface that makes sense to technical people.


      I haven't played SL much. Just a few days as a n00b. But from what I gather, building objects (the confusing part) is a technical AND artistic. Designing objects is one thing, but then you have to script them to make them do interesting things. Scripting is technical. There is really no way to get around that. One might liken it to designing a website with Javascript and server side scripting. Doing it well is not easy. And it isn't for everyone.

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death